Forgot to add one crucial detail:
I’m using 2 UV Maps, one is packed for texture arrays optimization.
The other one is a standard uv map, pretty much a “lightmap” unwrap style, which is used for backed ambient occlusion and metallic maps.
So: UV0: lightmap style uv, no overlaps, used for global AO and metalness. UV1: packed with overlapping uvs (IDMap will filter those overlaps) to increase unwrapped surface area. Color, Roughness and Normal are on this UV index.
I’ve just double checked and it turns out it’s a compression issue…
Since it’s just a roughness tx i was using linear grayscale as compression setting. Changing it to linear color solves the issue, shouldn’t be the case tho…